MARI PBR Texturing and Baking Basics

The Foundry posts a talk with Nick Trifunovic, Art Director at Electronic Arts, who shows how MARI 3 helps him create realistic custom built physically based rendering textures (PBR).

Creative Specialist at The Foundry + Luxology, Greg Brown, then shows how you can use Modo’s built-in renderer and shader system for baking.

The video is quite long, but really offers a bit of an insider’s look into the game industry pipeline, and how the tools are used to create content.

If you would like to know more about the inner-workings of PBR, you can check out a post by Jeff Russell, the engineer and author of Marmoset Toolbag. Jeff had a great look the basic theory of physically based rendering systems, comparing it with a more a traditional rendering system.